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TIGSource ForumsCommunityDevLogsBuilding an iOs 3D Engine in C++ and a Game!
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Author Topic: Building an iOs 3D Engine in C++ and a Game!  (Read 16741 times)
venumspyder
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« on: April 08, 2015, 07:28:58 PM »

I've been building an iOS 3D Engine for the last few months in C++. Of course a game is also being built. But that will have to wait until the 3D artwork is ready.

Here are some features of the engine:

- written primarily in C++ and Neon assembly language where necessary
- uses angelscript for the scripting
- custom C++ Maya plugin exporters
- supports OpenGL ES 2.0, support for 3.0 and Metal coming at a later date
- heavily multi threaded including a multi threaded renderer
- uses Entity Component System (ECS) for entity management
- has material scripting language support similar to DirectX .fx files
- uses data driven design approach that lets designers create particle systems, materials and entities from scratch
  with no or very minimal programmer involvement
- supports CPU based animation skinning with blend layers (GPU based support coming)
- support for CPU\GPU instancing
- support for CPU\GPU occlusion tests
- ability to use different custom memory managers, even in the same C++ file
- robust collision detection system
- support for cascaded shadow mapping optimized for mobile devices.
- robust resource management system
- robust particle system manager with scripting component to allow designers to script custom particle effects
- custom C++ level editor (Windows only unfortunately for the time being)
- ability to plugin custom scene managers and renderers

Of course there are many more features and you can see the progress at:

https://www.youtube.com/user/venumspyders

I'll also post some images of some sample concept art and a rough 3D model in another post
« Last Edit: December 19, 2019, 02:48:16 AM by venumspyder » Logged
venumspyder
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« Reply #1 on: April 08, 2015, 08:14:36 PM »

Here is some sample concept artwork for this mystery iOS game I am working on. There is also a rough 3D mesh for the Spartan character.

So here is the first concept for the game which was a Spartan like character:



Here is a VERY ROUGH preliminary mesh of the spartan character depicted above:



Here is the concept for a veteran knight that was worked on awhile ago:



And last but certainly not least a base concept mesh showing a preliminary female character:



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venumspyder
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« Reply #2 on: April 19, 2015, 09:19:28 AM »

Here I have a finalized 3D mesh for one of the characters in the game:



Video showing custom Maya plugin exporter and some of the art pipeline at:



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Caravaggi0
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« Reply #3 on: April 19, 2015, 09:55:59 AM »

I don't know about the rest of the engine but I do like the art of the characters.  Should be easy to make out even when zoomed out with the big heads and hands and all.  Would be good to post a few lines about what the game is, even if it's on the blog.

Glad to see the smirk was only part of the sketch. -.~
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venumspyder
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« Reply #4 on: April 19, 2015, 10:02:34 AM »

Sure I will post more about the game play when I have videos up and running.

The concepts are more of a guide for the modeller. I discussed with him some changes that needed to be done and he hit the art style perfectly!
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venumspyder
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« Reply #5 on: May 14, 2015, 04:26:46 PM »

I have included samples of new meshes for my mobile game done by my artists. All meshes are 1900 triangles or less with a 512x512 diffuse map.

I have added a render system backend for the iOS Metal API. I must say it is a much cleaner interface than Open GL ES 2.0. It also does not tax the CPU as much as OpenGL ES and there is the possibility of issuing more draw calls per frame and still maintaining the same FPS. Also skinning on the GPU is now a possibility with the iOS Metal API.

Anyone interested in some videos can go to:

https://www.youtube.com/user/venumspyders


Here are some screen shots:




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venumspyder
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« Reply #6 on: July 31, 2015, 10:43:14 AM »

It's been awhile since I posted here due to a heavy workload on this project. Currently I have the animation component of the engine up and running with my 3D models and the Maya export pipeline is finally robust and can handle anything
the artists throw at it.

I also support the ability to attach and remove items to the characters such as helmets, weapons, backpacks etc.
I have angelscript up and running in the engine and character game logic is now controlled via coroutines.

I also have a basic UI frame work up and running that responds to player input events.

Next on the chopping block is to finish off the entire player controller and have game animations react to player
input. At the same time I will integrate the collision component with the player character movements.

Now for the important part of this post, concept drawings, 3D renderings and in game videos of the game:



















Here are some old YouTube videos showing the progress of the game.









https://www.youtube.com/watch?v=SsoNCISkhY8

https://www.youtube.com/watch?v=W3FKAAxRkOQ

https://www.youtube.com/watch?v=elVzU6nTtco
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venumspyder
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« Reply #7 on: September 01, 2015, 11:17:00 AM »

Here is some more artwork from the mobile game as well as a video. The video shows the process from initial 2D sketches to 3D mesh to importation of models into the engine. I also demonstrate how to implement animation sequencing with coroutines using the excellent open source scripting language AngelScript.

Here is a link to the video:



And now for some images:















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venumspyder
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« Reply #8 on: December 25, 2015, 10:42:03 PM »

In this video I show a collection of 13 playable game characters for my mobile game. I also show the wire frame meshes for all characters. Enjoy!






Here is some more artwork from the game that is progressing:













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venumspyder
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« Reply #9 on: December 30, 2015, 10:40:41 AM »

Here I show the progression of a 3D train mesh from initial 2D concept to finalized mobile optimized 3D mesh.



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kraed
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« Reply #10 on: December 31, 2015, 09:26:57 AM »

A+, i love the efficiency and professionalism. I feel i'm learning as a dev just by paying close attention to this log, which i'll keep on doing. Always been drawn to this specific art style, lovely project.
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venumspyder
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« Reply #11 on: January 01, 2016, 11:03:42 AM »

I am glad you like the art style.

I have additional artwork that is not all shown here at: http://venumspyder.deviantart.com/

And of course the YouTube channel at: https://www.youtube.com/user/venumspyders
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venumspyder
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« Reply #12 on: January 08, 2016, 02:28:27 PM »

I have added support for alpha blending under the Metal iOS rendering API in my engine. I also show a new "ninja girl" playable character running through her idle animations.




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venumspyder
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« Reply #13 on: January 11, 2016, 10:13:05 AM »

Here are the first level design chunks for the game. These are the concept art for the level. The environment is formed by loading in these "chunks" and stitching them together procedurally in the game.



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tanis
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« Reply #14 on: January 11, 2016, 01:21:28 PM »

That's impressive. Are you doing all the art and code on your own?
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venumspyder
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« Reply #15 on: January 13, 2016, 10:56:54 AM »

I do the code on my own. It's mainly C++ with a bit of assembler and scripting using AngelScript. I WISH I had the talent to make my own art. That is the product of some very talented artists that I work with.
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tanis
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« Reply #16 on: January 13, 2016, 11:01:00 AM »

It would have been inhuman if you could make both good code and good art Smiley

What are you using to build your engine? CMake or straight XCode? Are you planning to port it to Android as well?
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venumspyder
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« Reply #17 on: January 13, 2016, 04:31:13 PM »

It's just an XCode project file to build everything. Then I just have the main game code and the actual game engine in a separate lib file that gets linked.

And yes the engine will be ported to Android. I support OpenGL ES, Direct X and the iOS Metal API rendering backends so a port to Android is planned. Eventually I will add Vulkan support
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venumspyder
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« Reply #18 on: February 22, 2016, 11:18:39 PM »

This is the preliminary concept for a fortified castle. This will form one of the level chunks in the game. It has various ideas that will serve as a starting off point for modeling the final asset in 3D.

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venumspyder
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« Reply #19 on: February 29, 2016, 09:29:47 PM »

Subway Tunnel Concept Roughs

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